#include "Texture.h"


Texture::Texture(void)
{
}
Texture::~Texture(void)
{
}

void Texture::Initialize(HWND WindowHandle, HINSTANCE hInstance, ID3D11Device* Device, ID3D11DeviceContext* DeviceContext)
{
	D3DDevice = Device;
	D3DDeviceContext = DeviceContext;
}
void Texture::Update(int DeltaTime)
{

}
void Texture::Shutdown()
{

}

void Texture::AddTexture(string Path)
{
	wstring tempWstring =  wstring(Path.begin(), Path.end());
	const wchar_t* thePath = tempWstring.c_str();
	ID3D11ShaderResourceView* SRV;
	HRESULT hr = DirectX::CreateWICTextureFromFile(D3DDevice, D3DDeviceContext, thePath, NULL, &SRV, 0);
	ShaderResourceViews.push_back(SRV);
}
